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We present a multi-agent decision-making framework for the emergent coordination of autonomous agents whose intents are initially undecided. Dynamic non-cooperative games have been used to encode multi-agent interaction, but ambiguity arising from factors such as goal preference or the presence of multiple equilibria may lead to coordination issues, ranging from the "freezing robot" problem to unsafe behavior in safety-critical events. The recently developed nonlinear opinion dynamics (NOD) provide guarantees for breaking deadlocks. However, choosing the appropriate model parameters automatically in general multi-agent settings remains a challenge. In this paper, we first propose a novel and principled procedure for synthesizing NOD based on the value functions of dynamic games conditioned on agents' intents. In particular, we provide for the two-player two-option case precise stability conditions for equilibria of the game-induced NOD based on the mismatch between agents' opinions and their game values. We then propose an optimization-based trajectory optimization algorithm that computes agents' policies guided by the evolution of opinions. The efficacy of our method is illustrated with a simulated toll station coordination example.

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智能體,顧名思義,就是具有智能的實體,英文名是Agent。

Letting robots emulate human behavior has always posed a challenge, particularly in scenarios involving multiple robots. In this paper, we presented a framework aimed at achieving multi-agent reinforcement learning for robot control in construction tasks. The construction industry often necessitates complex interactions and coordination among multiple robots, demanding a solution that enables effective collaboration and efficient task execution. Our proposed framework leverages the principles of proximal policy optimization and developed a multi-agent version to enable the robots to acquire sophisticated control policies. We evaluated the effectiveness of our framework by learning four different collaborative tasks in the construction environments. The results demonstrated the capability of our approach in enabling multiple robots to learn and adapt their behaviors in complex construction tasks while effectively preventing collisions. Results also revealed the potential of combining and exploring the advantages of reinforcement learning algorithms and inverse kinematics. The findings from this research contributed to the advancement of multi-agent reinforcement learning in the domain of construction robotics. By enabling robots to behave like human counterparts and collaborate effectively, we pave the way for more efficient, flexible, and intelligent construction processes.

Robots such as autonomous vehicles and assistive manipulators are increasingly operating in dynamic environments and close physical proximity to people. In such scenarios, the robot can leverage a human motion predictor to predict their future states and plan safe and efficient trajectories. However, no model is ever perfect -- when the observed human behavior deviates from the model predictions, the robot might plan unsafe maneuvers. Recent works have explored maintaining a confidence parameter in the human model to overcome this challenge, wherein the predicted human actions are tempered online based on the likelihood of the observed human action under the prediction model. This has opened up a new research challenge, i.e., \textit{how to compute the future human states online as the confidence parameter changes?} In this work, we propose a Hamilton-Jacobi (HJ) reachability-based approach to overcome this challenge. Treating the confidence parameter as a virtual state in the system, we compute a parameter-conditioned forward reachable tube (FRT) that provides the future human states as a function of the confidence parameter. Online, as the confidence parameter changes, we can simply query the corresponding FRT, and use it to update the robot plan. Computing parameter-conditioned FRT corresponds to an (offline) high-dimensional reachability problem, which we solve by leveraging recent advances in data-driven reachability analysis. Overall, our framework enables online maintenance and updates of safety assurances in human-robot interaction scenarios, even when the human prediction model is incorrect. We demonstrate our approach in several safety-critical autonomous driving scenarios, involving a state-of-the-art deep learning-based prediction model.

Zero-shot human-AI coordination holds the promise of collaborating with humans without human data. Prevailing methods try to train the ego agent with a population of partners via self-play. However, these methods suffer from two problems: 1) The diversity of a population with finite partners is limited, thereby limiting the capacity of the trained ego agent to collaborate with a novel human; 2) Current methods only provide a common best response for every partner in the population, which may result in poor zero-shot coordination performance with a novel partner or humans. To address these issues, we first propose the policy ensemble method to increase the diversity of partners in the population, and then develop a context-aware method enabling the ego agent to analyze and identify the partner's potential policy primitives so that it can take different actions accordingly. In this way, the ego agent is able to learn more universal cooperative behaviors for collaborating with diverse partners. We conduct experiments on the Overcooked environment, and evaluate the zero-shot human-AI coordination performance of our method with both behavior-cloned human proxies and real humans. The results demonstrate that our method significantly increases the diversity of partners and enables ego agents to learn more diverse behaviors than baselines, thus achieving state-of-the-art performance in all scenarios. We also open-source a human-AI coordination study framework on the Overcooked for the convenience of future studies.

We study the problem of multi-agent coordination in unpredictable and partially observable environments, that is, environments whose future evolution is unknown a priori and that can only be partially observed. We are motivated by the future of autonomy that involves multiple robots coordinating actions in dynamic, unstructured, and partially observable environments to complete complex tasks such as target tracking, environmental mapping, and area monitoring. Such tasks are often modeled as submodular maximization coordination problems due to the information overlap among the robots. We introduce the first submodular coordination algorithm with bandit feedback and bounded tracking regret -- bandit feedback is the robots' ability to compute in hindsight only the effect of their chosen actions, instead of all the alternative actions that they could have chosen instead, due to the partial observability; and tracking regret is the algorithm's suboptimality with respect to the optimal time-varying actions that fully know the future a priori. The bound gracefully degrades with the environments' capacity to change adversarially, quantifying how often the robots should re-select actions to learn to coordinate as if they fully knew the future a priori. The algorithm generalizes the seminal Sequential Greedy algorithm by Fisher et al. to the bandit setting, by leveraging submodularity and algorithms for the problem of tracking the best action. We validate our algorithm in simulated scenarios of multi-target tracking.

Repeated games consider a situation where multiple agents are motivated by their independent rewards throughout learning. In general, the dynamics of their learning become complex. Especially when their rewards compete with each other like zero-sum games, the dynamics often do not converge to their optimum, i.e., the Nash equilibrium. To tackle such complexity, many studies have understood various learning algorithms as dynamical systems and discovered qualitative insights among the algorithms. However, such studies have yet to handle multi-memory games (where agents can memorize actions they played in the past and choose their actions based on their memories), even though memorization plays a pivotal role in artificial intelligence and interpersonal relationship. This study extends two major learning algorithms in games, i.e., replicator dynamics and gradient ascent, into multi-memory games. Then, we prove their dynamics are identical. Furthermore, theoretically and experimentally, we clarify that the learning dynamics diverge from the Nash equilibrium in multi-memory zero-sum games and reach heteroclinic cycles (sojourn longer around the boundary of the strategy space), providing a fundamental advance in learning in games.

Adversarial team games model multiplayer strategic interactions in which a team of identically-interested players is competing against an adversarial player in a zero-sum game. Such games capture many well-studied settings in game theory, such as congestion games, but go well-beyond to environments wherein the cooperation of one team -- in the absence of explicit communication -- is obstructed by competing entities; the latter setting remains poorly understood despite its numerous applications. Since the seminal work of Von Stengel and Koller (GEB `97), different solution concepts have received attention from an algorithmic standpoint. Yet, the complexity of the standard Nash equilibrium has remained open. In this paper, we settle this question by showing that computing a Nash equilibrium in adversarial team games belongs to the class continuous local search (CLS), thereby establishing CLS-completeness by virtue of the recent CLS-hardness result of Rubinstein and Babichenko (STOC `21) in potential games. To do so, we leverage linear programming duality to prove that any $\epsilon$-approximate stationary strategy for the team can be extended in polynomial time to an $O(\epsilon)$-approximate Nash equilibrium, where the $O(\cdot)$ notation suppresses polynomial factors in the description of the game. As a consequence, we show that the Moreau envelop of a suitable best response function acts as a potential under certain natural gradient-based dynamics.

Offloading computation to nearby edge/fog computing nodes, including the ones carried by moving vehicles, e.g., vehicular fog nodes (VFN), has proved to be a promising approach for enabling low-latency and compute-intensive mobility applications, such as cooperative and autonomous driving. This work considers vehicular fog computing scenarios where the clients of computation offloading services try to minimize their own costs while deciding which VFNs to offload their tasks. We focus on decentralized multi-agent decision-making in a repeated unknown game where each agent, e.g., service client, can observe only its own action and realized cost. In other words, each agent is unaware of the game composition or even the existence of opponents. We apply a completely uncoupled learning rule to generalize the decentralized decision-making algorithm presented in \cite{Cho2021} for the multi-agent case. The multi-agent solution proposed in this work can capture the unknown offloading cost variations susceptive to resource congestion under an adversarial framework where each agent may take implicit cost estimation and suitable resource choice adapting to the dynamics associated with volatile supply and demand. According to the evaluation via simulation, this work reveals that such individual perturbations for robustness to uncertainty and adaptation to dynamicity ensure a certain level of optimality in terms of social welfare, e.g., converging the actual sequence of play with unknown and asymmetric attributes and lowering the correspondent cost in social welfare due to the self-interested behaviors of agents.

Training a robust policy is critical for policy deployment in real-world systems or dealing with unknown dynamics mismatch in different dynamic systems. Domain Randomization~(DR) is a simple and elegant approach that trains a conservative policy to counter different dynamic systems without expert knowledge about the target system parameters. However, existing works reveal that the policy trained through DR tends to be over-conservative and performs poorly in target domains. Our key insight is that dynamic systems with different parameters provide different levels of difficulty for the policy, and the difficulty of behaving well in a system is constantly changing due to the evolution of the policy. If we can actively sample the systems with proper difficulty for the policy on the fly, it will stabilize the training process and prevent the policy from becoming over-conservative or over-optimistic. To operationalize this idea, we introduce Active Dynamics Preference~(ADP), which quantifies the informativeness and density of sampled system parameters. ADP actively selects system parameters with high informativeness and low density. We validate our approach in four robotic locomotion tasks with various discrepancies between the training and testing environments. Extensive results demonstrate that our approach has superior robustness for system inconsistency compared to several baselines.

Advances in artificial intelligence often stem from the development of new environments that abstract real-world situations into a form where research can be done conveniently. This paper contributes such an environment based on ideas inspired by elementary Microeconomics. Agents learn to produce resources in a spatially complex world, trade them with one another, and consume those that they prefer. We show that the emergent production, consumption, and pricing behaviors respond to environmental conditions in the directions predicted by supply and demand shifts in Microeconomics. We also demonstrate settings where the agents' emergent prices for goods vary over space, reflecting the local abundance of goods. After the price disparities emerge, some agents then discover a niche of transporting goods between regions with different prevailing prices -- a profitable strategy because they can buy goods where they are cheap and sell them where they are expensive. Finally, in a series of ablation experiments, we investigate how choices in the environmental rewards, bartering actions, agent architecture, and ability to consume tradable goods can either aid or inhibit the emergence of this economic behavior. This work is part of the environment development branch of a research program that aims to build human-like artificial general intelligence through multi-agent interactions in simulated societies. By exploring which environment features are needed for the basic phenomena of elementary microeconomics to emerge automatically from learning, we arrive at an environment that differs from those studied in prior multi-agent reinforcement learning work along several dimensions. For example, the model incorporates heterogeneous tastes and physical abilities, and agents negotiate with one another as a grounded form of communication.

The rapid changes in the finance industry due to the increasing amount of data have revolutionized the techniques on data processing and data analysis and brought new theoretical and computational challenges. In contrast to classical stochastic control theory and other analytical approaches for solving financial decision-making problems that heavily reply on model assumptions, new developments from reinforcement learning (RL) are able to make full use of the large amount of financial data with fewer model assumptions and to improve decisions in complex financial environments. This survey paper aims to review the recent developments and use of RL approaches in finance. We give an introduction to Markov decision processes, which is the setting for many of the commonly used RL approaches. Various algorithms are then introduced with a focus on value and policy based methods that do not require any model assumptions. Connections are made with neural networks to extend the framework to encompass deep RL algorithms. Our survey concludes by discussing the application of these RL algorithms in a variety of decision-making problems in finance, including optimal execution, portfolio optimization, option pricing and hedging, market making, smart order routing, and robo-advising.

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